Kreivi Vadim Drăgan, Paalukita, Kyltymättömän kapteeni
Se on "herra kapteeni" sinulle.
Male half-elf investigator (psychic detective) 1/occultist 9
LN Medium humanoid (elf, human)
Player NiTessine (1724-13)
Faction Dark Archive
Senses low-light vision; Perception +13
AC 23, touch 17, flat-footed 20; (+8 armor, +2 deflection, +2 Dex, +1 dodge)
hp 73 (10d8+20)
Fort +10, Ref +11, Will +10; +2 vs. enchantment spells and effects
Speed 20 ft. (30 without armour)
Melee +2 longsword +10/+5 (1d8+5/19-20)
Ranged ray +8
Occultist Spells Known (CL 9th, concentration +14)
3rd (4/day) — cure serious wounds, haste, invisibility purge, protection from energy
2nd (6/day) — cure moderate wounds, gust of wind (DC 17), resist energy, spider climb
1st (7/day) — burning hands (DC 15), lead blades, shield, unseen servant
Knacks (at will) — dancing lights, create water, resistance
Implements Abjuration, Conjuration, Evocation, Transmutation
Psychic Spells Known (CL 1st, concentration +6)
1st (3/day) — feather fall, long arm
Knacks (at will) — detect magic, mage hand, mending, stabilize, virtue
Str 14, Dex 14, Con 14, Int 20, Wis 12, Cha 12
Base Atk +6; CMB +8; CMD 19
Feats Combat Casting, Dodge, Extra Mental Focus, Power Attack, Rapid Focus Shift, Skill Focus (Use Magic Device)
Skills Acrobatics +11, Bluff +7 , Diplomacy +172 , Disable Device +16 , Escape Artist +11, Heal +5 , Knowledge (arcana) +11 , Knowledge (dungeoneering) +10 , Knowledge (engineering) +10 , Knowledge (geography) +10 , Knowledge (history) +10 , Knowledge (local) +10 , Knowledge (nature) +10 , Knowledge (nobility) +11 , Knowledge (planes) +10 , Knowledge (religion) +9 , Linguistics +16 , Perception +131 , Sense Motive +6 , Spellcraft +17 , Use Magic Device +22 ; ACP −3
Traits Arcane ArchivistGPSOP14, Ustalavic NobleISP22
Languages Abyssal, Aklo, Ancient Azlanti, Ancient Osirian, Ancient Thassilonian, Auran, Draconic, Dwarven, Elven, Giant, Gnome, Kelesh, Skald, Taldan, Tian, Varisian
SQ aura sight, enduring scholar (1/adventure, +4), focus powers (aegis, casting focus, energy blast, energy ray, energy shield, flesh mend, intense focus, legacy weapon, mind barrier, mind over gravity, mind steed, physical enhancement, servitor, shape mastery, warding talisman), inspiration (6; free with Knowledge, Linguistics, and Spellcraft), magical tinkerer, magic circles, magic item skill, mental focus (16 points), multitalented, object reading, outsider contact 1, shift focus, trapfinding
On person +2 longsword (4 lb.), +2 breastplate (30 lb.), inheritedPSP29 wayfinder (1 lb.), cloak of resistance +2 (1 lb.), headband of vast intelligence +4 (Acrobatics, Escape Artist), arcanolembic, potion of fly, wand of acid arrow (6 charges), wand of aspect of the bear (12 charges), wand of cure light wounds (47 charges), wand of ghostbane dirge (6 charges), wand of summon monster I (CL 3rd; 8 charges), feather token (Old Flotsam), leshy token, hat of disguise, ring of protection +2
In backpack fighter's kit (backpack, bedroll, belt pouch, flint and steel, mess kit, 50 feet of hemp rope, soap, 5 days' trail rations, a waterskin) (15 lb.), masterwork thieves' tools (2 lb.)
Wealth 10,293 gp
At the Lodge iron pot, 10 torches, Voracious''
Encumbrance 38 lb. without backpack, 56 lb. with backpack (58 lb. light/116 lb. medium/175 lb. heavy)
Base Focus Power: Mind Barrier (Sp) As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
Resonant Power: Warding Talisman (Su) The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
Aegis (Su) As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5. You can also imbue the armor or shield with any one armor or shield special ability that has an equivalent enhancement bonus less than or equal to your maximum bonus granted by this ability by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from aegis) to gain an armor or shield special ability. In either case, these bonuses last for 1 minute.
Energy Shield (Sp) As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. You must be at least 3rd level to select this focus power.
Base Focus Power: Servitor (Sp) As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
Resonant Power: Casting Focus (Su) The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.
Flesh Mend (Sp) As a standard action, you can expend 1 point of mental focus to heal a living creature with a touch. The creature is healed an amount of damage equal to 1d8 + your occultist level. For every 4 occultist levels you possess beyond 3rd, the creature is healed an additional 1d8 points of damage, to a maximum of 5d8+19 at 19th level. This has no effect on undead creatures.
Mind Steed (Sp) As a standard action, you can expend 1 point of mental focus to conjure a spectral horse. This horse can be either Medium or Large, but it otherwise functions as mount. The horse lasts for 10 minutes per occultist level you possess. If you are at least 5th level, the mount’s base land speed increases by 20 feet. If you are at least 9th level and you expend 1 additional point of mental focus, the mount can fly at a speed of 60 feet with good maneuverability, but doing so reduces the mount’s duration to 1 minute per occultist level you possess.
Base Focus Power: Energy Ray (Sp) As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).
Resonant Power: Intense Focus (Su) The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess.
Energy Blast (Sp) As a standard action that provokes attacks of opportunity, you can expend 2 points of mental focus to unleash a blast of energy. This blast has a range of 100 feet, and deals 5d6 points of energy damage, plus an additional 1d6 points for every 2 occultist levels you possess beyond 5th (6d6 at 7th, 7d6 at 9th, and so on, to a maximum of 12d6 at 19th level). The blast deals damage to each creature in a 20-foot-radius burst, but each affected creature can attempt a Reflex save to halve the damage. When you unleash an energy blast, you must decide what type of damage it deals (acid, cold, electricity, or fire).
Shape Mastery (Su) As part of casting an evocation spell with an area of effect, you can expend a number of points of mental focus up to your Intelligence modifier to exclude an equal number of squares from the area.
Base Focus Power: Legacy Weapon (Su) As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Resonant Power: Physical Enhancement (Su) The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
Mind Over Gravity (Sp) As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess. You must be at least 7th level to select this focus power.
1 +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors in the Gloomspires.
2 +1 circumstance bonus on all Charisma-based checks made to influence or control plants and plant creatures.
ARG Advanced Race Guide
GPSOP Guide to Pathfinder Society Organized Play
ISP Inner Sea Primer
PSP29 Pathfinder Society Primer
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